The present text talks about the substantiation and usage of logic-mathematical puzzles inside the metaverses and its incidences as cognitive objects. Starting from the evolving path of hypermedia to the metaverses, it is introduced some formal criteria to reflect on the interactive context of the metaverses exemplified in the presentation and solution of logic-mathematical puzzles, taking as a paradigm example the metaverse experience of Myst online. It is concluded by the importance of the collaboration between the digital narrative and interactive problematical formulation for the research, production, knowledge and teaching-learning processes.
This paper aims to bring forth some ontological elements that we believe are fundamental to a wider philosophical basis of the Metaverses. We start from some indications presented by physical experiments which reproduce virtual environments in real time, searching for its eidetic-methodological relations with genetic epistemology and construtivism, showing that the structures of physical interfaces, which are founded in virtual experiments, dialogging with the concepts of body, mind, projection, cognition, and other concepts, which are present in the possible formulation of an ontology of the virtual worlds and the Metaverses. We conclude the paper with the idea of the necessity to think the issue of the ontological fundamentation of cyberspace and its metaverses.
Os games (jogos eletrônicos) são fenômeno marcante nos valores e hábitos da cultura atual, evidenciando a importância do jogo para a humanidade. Eles são objeto de fundamentação interdisciplinar, demandam diálogo entre profissionais de áreas diversas. Por isso, o projeto “Diálogos entre Arte e Design” (UDESC/CNPq, 2012-2013) foi proposto por seis pesquisadores de games educativos e/ou artísticos. O diálogo é norteado pelo game A mansão de Quelícera, resultado e objeto de pesquisas acadêmicas que tanto destacaram as qualidades do jogo quanto apontaram melhorias possíveis. Este artigo apresenta o ponto de partida do “Diálogos entre Arte e Design”, o qual tem por objetivo: a) aproximar conceitos e métodos usados no desenvolvimento e na avaliação de games educativos; b) produzir versão revisada de A mansão de Quelícera, a ser disponibilizada gratuitamente na web a partir de 2013. Palavras-chave Game, arte, educação
This chapter discusses cognitive abilities that can be developed by means of the metaverse. We are concerned with developing virtual environments capable of providing, in a world full of challenges, more than adventures and excitement meant to push the narrative forward. In the search for recovering classical concepts and integrating them into the metaverse we also seek their episteme so that experience construction can be contemplated by means of lateral thinking, that is “thinking about thinking” in a way similar to the Greek concept of mathema. Can we develop creative thinking? What is the role of games? Which characteristics of games can open up paths to creative thinking? The classical culture and the classical puzzles can give us an opportunity to answer these questions.
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